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ray:: set depth to match primitive-based shader
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7
glhr.cpp
7
glhr.cpp
@@ -180,7 +180,12 @@ EX glmatrix& as_glmatrix(GLfloat o[16]) {
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return tmp;
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}
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EX glmatrix frustum(ld x, ld y, ld vnear IS(1e-3), ld vfar IS(1e9)) {
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#if HDR
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constexpr ld vnear_default = 1e-3;
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constexpr ld vfar_default = 1e9;
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#endif
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EX glmatrix frustum(ld x, ld y, ld vnear IS(vnear_default), ld vfar IS(vfar_default)) {
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GLfloat frustum[16] = {
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GLfloat(1 / x), 0, 0, 0,
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0, GLfloat(1 / y), 0, 0,
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